So, you want to be a chemist. The road is long, hard, and filled with accidental reactions. But with the aid of chems, a doctor can save critical patients and patch up even the most severe wounds, and even the most unrobust assassin can wreak havoc.

This guide will primarily be useful for chemists, but is required reading for any Physician or Corpsman as well, and may come in handy to any player - especially traitors.

Contents

Chemicals

You have all sorts of things here, and can make so much. You can make medicines, foam, flash powder, poisons, space lube, and so much more. The limit on combinations is a limit that exists only in your creativity (and the game engine). Be careful, though - mixing the wrong chemicals can be bad for your health. Side effects may include EMPs, explosions, and poisoning, so be sure to consult the recipe lists below before pushing buttons!

Base chemicals

Acetone

Aluminum

Ammonia

Carbon

Copper

Ethanol

Hydrazine

Hydrochloric Acid

Iron

Lithium

Mercury

Phosphorus

Potassium

Radium

Silicon

Sodium

Sugar

Sulfur

Sulphuric Acid

Tungsten

Water

The Job

For the most part, being a Chemist consists of sitting in the Chemistry laboratory and moving beakers back and forth between the chemical dispenser and ChemMaster 3000. When a beaker is in the chemical dispenser, you can put chemicals into it, and any reactions will take place automatically within the beaker. Once you have some medicine mixed up, move the beaker to the ChemMaster 3000 and create some bottles or pills, then put those in the Refrigerated Medicine Storage. This will allow the Physicians, Corpsmen, and other Medical personnel to access them easily.

Sounds simple, yes? But, assuming that you aren't a dirty Traitor and are therefore trying to actually do your job to keep Medbay fully supplied, there are a few things that any enterprising Chemist should be aware of before starting their work.

Firstly, any decent pharmacy will chew through Acetone and Carbon at absurd speeds. When the shift begins, you should always check in with Supply and order replacement cartridges for them, because without these refills, your capability to produce medication is severely limited.

Secondly, most medication in the game builds out of a handful of more basic formulas. Inaprovaline and Dylovene form the bases for many more complex medications. Both of these are available, pre-made and in large quantities, in various locations throughout the Infirmary. Scooping up these bottles to use for quick mixing of Bicaridine, Tramadol, and other useful medications is an easy way to boost productivity, but be sure that your CMO is okay with you looting the supplies beforehand.

Your highest priorities, in most situations, should be Bicaridine, Kelotane + Dermaline (ideally mixed together in a 1:1 ratio, called "KeloDerm"), Dexalin Plus, and Alkysine. You'll want to produce all of these en masse - four bottles should be the absolute minimum, and this number should go up rapidly as more people join the Medical department. Physicians and Corpsmen love to raid the fridge for these and carry them around for emergency use, so you'll almost always have to make more than you think in order to keep a decent stock. Do note, too, that most doctors prefer their medications to be in liquid form; pills should only be made at specific request, or for medicines like Synaptizine that require specific dosage control.

Tramadol, Hyronalin, and Arithrazine are all very helpful as well, and are easy to mix up. A bottle of Iron pills, or an Iron and Sugar mix, can be useful for handling blood loss patients. You may also have to produce the occasional bottle of Dylovene if the start-of-shift supplies start running low.

The other essential medicine is Peridaxon, which can be a real lifesaver for critical patients. It is, however, the trickiest, most time-consuming, and most resource-intensive medication that your lab can produce, so if you're new to the department, make sure that you have the basics pre-mixed, because it may take a while before you're done with this one. It takes one bottle of Bicaridine and one bottle of Clonexadone to produce one bottle of Peridaxon, so ensure that you have a decent supply of each before starting.

Once you've got the essentials prepared, it's up to you. Mix up whatever you want, or whatever the doctors are shouting at you for, and stock up your fridge as much as you like. Almost all of the medications listed below are useful in their own way - it's just that the situations where they're necessary aren't always guaranteed to crop up. Your job is to be as prepared as possible.

And, finally, DO NOT SMOKE IN THE PHARMACY! This is a good way to set yourself on fire - one misclick while handling a beaker with even trace amounts of phoron in it can result in a one-way trip to the Morgue. You're here to make sure the doctors can keep patients alive, not to become a patient yourself.

The Equipment

The Chemical Dispenser

This is one of your two primary tools when performing pharmaceutical work. The chemical dispenser can be loaded with beakers and bottles containing whatever you like, and can then be used to dispense precise amounts of practically any chemical you want into them. As you might guess, this is your primary means of mixing medicines; simply load up a large beaker, look up the recipes below, and go to town.

Do be aware, however, that the chemical dispenser has limited amounts of its various chemicals available. When you start to run low, you'll need to order refill cartridges from Supply. In order to replace the empty cartridge, use a Screwdriver on the dispenser and remove the empty cartridge, then use the new cartridge on the dispenser itself.

The ChemMaster 3000

The other of your primary tools for creating medication. The ChemMaster 3000, like the chemical dispenser, can have beakers or bottles loaded into it. Rather than adding things to the beaker, though, the ChemMaster 3000 removes them, and places them into new bottles or pills for easy injection or consumption. This is how you take the medicines you've mixed up and put them into bottles for your Physicians to use.

The Grinder

The grinder takes whatever you can load into it and breaks it down into a liquid chemical form. Most of the time, you'll just use it to grind up sheets of solid phoron into liquid, since you need it for several medications, but it's also useful as an "oops" button when you accidentally create pills with the wrong dosage or anything similar. You can load pills into the grinder and break them down into liquid medicine, suitable for re-use in any way you see fit.

Refrigerated Medicine Storage

This is where the medications you've bottled up, or the pill bottles you've filled, are stored. It's accessible from the Infirmary storage room, and is where most of your interaction with the rest of Medbay staff will take place; they arrive here, dispense the medications they want, and are on their merry way, while you yell at them for draining your precious stores just to keep a handful of schmucks from killing themselves.

Formulas

These are the vast majority of chemical mixtures available in-game. There may or may not be others if you can get your hands on more exotic ingredients, like slime cores, but their effects can be wild and dangerous if you aren't careful. Experiment at your own risk!

Medicine

The vast majority of chemicals you will be called on to make. Typically, a small amount of each should be kept on hand. Assuming the medical team is not incompetent, they should be able to keep everyone alive and quite healthy with your assistance.

Warning: Diona have a radically different physiology to most known lifeforms, and as such, many of the different chemical recipes listed below may have little to no effect on a Diona. Use at your own risk.

An underlined chemical indicates it is a compound chemical and requires additional reactions. All links lead to the chemicals' recipes.

Stronger than Paracetamol. Weaker than Oxycodone. Will prevent patients from entering cardiac arrest due to pain. Opioid; causes slurring, slowed movement, and falling in higher doses. Becomes toxic and suppresses breathing if taken with alcohol.

Other Recipes

This section may require cleanup to meet Baystation 12's quality standards. The specific problem is: List needs to be put into an updated table, list needs to be on separate page.

These are either pure reactions that typically leave nothing remaining or other chemicals that have non-medicinal uses. Many of these are useful in the manufacture of grenades, but many can be quite dangerous.

Citalopram

Formula: 1 part MindBreaker Toxin, 1 part Carbon

Effects:

Mild antidepressant. Prescribed for depression and anxiety.

Chloral Hydrate

Formula: 1 part Ethanol, 3 parts Hydrochloric Acid, 1 part Water

Effects:

A powerful sedative which causes death in doses around 15 units (effect is countered by anti toxin) (Results in 1 units instead of 5).

Soporific

Formula: 1 part Chloral Hydrate, 4 parts sugar

Effects:

A less powerful sedative that takes a while to work. Is safe in large quantities. Can be counteracted with Dylovene.

Cryptobiolin

Formula: 1 part Potassium, 1 part Acetone, 1 part Sugar

Effects:

Causes confusion and dizziness on its own, but is an essential component of Spaceacillin.

Diethylamine

Formula: 1 part Ammonia, 1 part Ethanol

Effects:

A very potent fertilizer.

Virus Food

Formula: 1 part Milk, 1 part Water, 1 part Acetone

Effects:

Used in Virology as a growth medium. Available from a wall dispenser in Virology.

EMP

Formula: 1 part Uranium, 1 part Iron

Effects:

This reacts immediately on mixing. It creates a large electromagnetic pulse which affects all electronic devices, including prosthetic limbs, eyes, and hearts. The more reagents you use, the more powerful the EMP will be.

Explosion

Formula: 1 part Potassium, 1 part Water

Effects:

This explodes immediately on mixing, which may knock you over or even kill you. Only useful in grenade production.

Flash Powder

Formula: 1 part Sulphur, 1 part Aluminium, 1 part Potassium

Effects:

Creates a flash similar to that of a flashbang immediately on mixing. Only useful in grenade production.

Foaming Agent

Formula: 1 part Lithium, 1 part Hydrazine

Effects:

Makes foam such as that required in metal foam grenades (Results in 1 unit instead of 2).

AzoSurfactant

Formula: 2 parts Hydrazine, 2 parts Carbon, 1 part Sulphuric Acid.

Effects:

Creates a large cloud of foam when mixed with an equal amount of water.

Glycerol

Formula: 3 parts Corn Oil, 1 part Sulphuric Acid

Effects:

Requires blended corn, available from the botanist. This is only useful in other reactions (Results in 1 unit instead of 4).

Creates lightweight metal foam walls. These can be easily torn through, but may be useful for plugging hull breaches. Can be made with either iron or aluminium.

Napalm

Formula: 1 part Phoron, 1 part Aluminium, 1 part Sulphuric Acid

Effects:

Creates a large fire immediately on mixing. Only useful for grenades (Results in 1 unit instead of 3).

MindBreaker Toxin

Formula: 1 part Silicon, 1 part Hydrazine, 1 part Dylovene

Effects:

A potent hallucinogenic compound. Formerly known as LSD, but was renamed so people understand that it is not a "fun time". Its use and distribution is illegal, but it is a precursor to several useful psychoactive medications.

A specific chemical based on Potassium Chloride to stop the heart for surgery. Not safe to eat!

Solid Phoron

Formula: 5 iron, 5 frost oil, 20 phoron

Effects:

Phoron solidification.

Plastic

Formula: 10 polytrinic acid, 20 plasticide

Effects:

1 sheet of plastic.

Condensed Capsaicin

Formula: 2 Capsaicin, 5 Phoron (Catalyst)

Effects:

Results in 1 unit of Condensed Capsaicin.

Silicate

Formula: 1 part Aluminum, 1 part Silicon, 1 part Acetone

Effects:

Used to strengthen windows.

Smoke

Formula: 1 part Potassium, 1 part Sugar, 1 part Phosphorous

Effects:

This creates a large cloud of smoke that will take on the properties of everything (if anything) in the container of the reaction. Very useful if you want to make a chloral hydrate smoke grenade for riot control.

Sodium Chloride

Formula: 1 part Hydrochloric Acid, 1 part Sodium

Effects:

Commonly known as salt, Sodium Chloride is often used to season food.

Space Cleaner

Formula: 1 part Ammonia, 1 part Water

Effects:

This is able to clean almost all surfaces of almost anything that may dirty them. The janitor is likely to appreciate refills.

Space Drugs

Formula: 1 part Mercury, 1 part Sugar, 1 part Lithium

Effects:

An illegal compound which induces a number of effects such as loss of balance and hallucinations.

Space Lube

Formula: 1 part Water, 1 part Silicon, 1 part Acetone

Effects:

Space Lube is a high performance lubricant intended for maintenance of extremely complex mechanical equipment (Results in 4 units instead of 3).

Sterilizine

Formula: 1 part Ethanol, 1 part Dylovene, 1 part Hydrochloric Acid

Effects:

Sterilizes wounds in preparation for surgery.

Synthmeat

Formula: 5 Blood, 1 clonexadone

Effects:

A tasty alternative to actual meat, allegedly used for surgery.

Thermite

Formula: 1 part Iron, 1 part Aluminium, 1 part Acetone

Effects:

A mixture that becomes extremely hot when ignited, and which can burn straight through walls when applied and ignited.

Unstable Mutagen

Formula: 1 part Radium, 1 part Phosphorus, 1 part Hydrochloric Acid

Effects:

Causes mutations when injected into living people or plants. High doses may be lethal, especially in humans. Only useful for Botany. Will cause mutations and radiation poisoning if ingested.

Water

Formula: 1 part Acetone, 2 parts Hydrazine

Effects:

It's water. Results in one unit.

Zombie Powder

Formula: 5 parts CarpoToxin, 5 parts Soporific, 5 parts Copper

Effects:

Paralyses people, and makes them appear dead to the most rudimentary of tests. Requires CarpoToxin, which must be harvested from Space Carp (Results in 2 units instead of 15).